By Jack Purdum
The excellent beginner's advisor to C# and object-oriented programming
Wrox beginners' publications have the appropriate formulation for buying programming novices up and operating. This one introduces rookies to object-oriented programming utilizing C# to illustrate the entire middle constructs of this programming framework. utilizing real-world events, you'll notice the way to create, attempt, and bring your courses and the way to paintings with sessions, arrays, collections, and the entire parts of object-oriented programming.
* Covers precisely what rookies, even people with no previous programming adventure, want to know to appreciate object-oriented programming and begin writing courses in C#
* Explains the benefits and drawbacks of C#, and guidance for figuring out C# syntax
* Explores homes, encapsulation, and sessions; price facts forms; operands and operators; mistakes and debugging; variables; and reference varieties
* indicates how one can use assertion repetition and software loops, comprehend arrays and collections, and write your individual periods
* additionally covers inheritance and polymorphism
Beginning Object-Oriented Programming with C# makes use of the tried-and-true Wrox formulation for making this renowned programming technique effortless to learn.
Read or Download Beginning Object-Oriented Programming with C# (Wrox Programmer to Programmer) PDF
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Additional info for Beginning Object-Oriented Programming with C# (Wrox Programmer to Programmer)
This layout can be seen in Figure 1-20. The key difference between the default layout and this one is that the Scene and Game tabs are aligned side by side in a split-screen view. Figure 1-20. Unity Interface layout that can be helpful for 2D game development The reason for this arrangement stems from the fact that 2D graphics tend to be measured and sized in pixels, as opposed to 3D meshes, which are measured and sized in world units (often in meters). This difference often means we need to precisely place and arrange our 2D graphics not just in world space, as we do in the Scene tab, but also in screen space, which is measured in pixels and is rendered from the scene camera (in the Game tab).
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